attribute vec3 in_Position;      
attribute vec3 in_Normal;        
attribute vec4 in_Colour;        
attribute vec2 in_TextureCoord;  

varying float v_LightDepth;

void main() {
    vec4 object_space_pos = vec4( in_Position.x, in_Position.y, in_Position.z, 1.0);
    gl_Position = gm_Matrices[MATRIX_WORLD_VIEW_PROJECTION] * object_space_pos;
    
	v_LightDepth = gl_Position.z;
}
